Level Editor/Settings

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The Settings button in the top bar opens the Editor Settings window. These are your preferences, kept on your computer for every map; nothing here is saved in a map. The window has two tabs, General and Controls. Reset to Defaults puts the key bindings back, and Close closes the window. Every change is kept at once.

General

Setting Type Default What it does
TeamSpec Executable Path File empty Where TeamSpec.exe is. Click ... to browse. Needed by Run and Quick Playtest / Apply; without it the editor opens this window when you try to run.
TF2 install Folder empty (found through Steam) The Team Fortress 2 folder, used to show the materials, models and skies of imported Source maps. The line under it says what was found, or No TF2 install found.
Camera FOV Degrees, 30 to 120 70 The editor camera's field of view in every 3D view.
Enable auto-save Check box On Save the map by itself after you edit it. Only for a map that has been saved once.
Delay after edit Seconds, 1 to 10 3.0 How long after your last edit auto-save waits.
Click-through collision brushes Check box Off Clicks in the viewport pass through collision-only brushes. Same as Edit > Click Through Collision Brushes.
Click-through zone brushes Check box Off Clicks pass through zones.
Click-through sound volumes Check box Off Clicks pass through sound volumes.
Opacity (Collision Brushes) 0 to 100% 50% How strongly collision-only brushes are drawn in the editor.
Area Trigger Opacity 0 to 100% 30% How strongly zone brushes are drawn.
Light Gizmo Opacity 0 to 100% 50% How strongly the light range spheres and cones are drawn.
Load previews in background (skip loading screen) Check box On Prop and material previews load while you work instead of behind a loading screen.
Parent placements to the surface they start on Check box Off New brushes, props, lights and points go into the group holding what the placement started on (the brush a drag began on, the surface a point or prop landed on), instead of the row picked in the scene tree. Placing onto nothing still uses the picked row.

The grid, snapping and viewport rendering choices are also remembered between sessions, but you set them elsewhere: in the Snapping tab, the Edit and View menus and the Viewport Rendering window.

Controls

Every rebindable key, in sections: Editor, Camera, 2D Views, Tools Menu, Clip Tool, Transform Tool, Sculpt Brush, Face Tool, Paint Brush, UV Editor and Snapping. Each action has two slots.

  • Click a slot, then press the key you want. The hint at the top reads Click a slot to rebind. Esc = cancel, Del = unbind.
  • Right-click a slot to unbind it.
  • Reset to Defaults puts every binding back.

The full list with defaults is on Keyboard shortcuts.

Related pages

TeamSpec Level Editor
Basics Getting started · Interface · Viewport and camera · Selecting and hiding · Keyboard shortcuts · Settings · Map Config · Troubleshooting
Menus File · Edit · View · Tools · Functional
Panels Scene tree · Inspector · Materials · Props · Snapping · UV editor · Displacement · Terrain
Tools Move, Rotate and Scale · Box · Sphere · Cylinder · Prism · Stairs · Spiral Stairs · Spiral Tower · Arch · Path Brush · Plane · Terrain · Clip · Duplicate · Ruler and Cordon · Edit Vertex and Edge · Edit Face · Loop Cut · Material Brush · Vertex Color Brush · Displacement · Prop Path
Entities Brush · Zone · Group · Mirror Node · Prop · Spawn Point · Supply Pickup · World Boundary · Lights · Water · Sounds · Anchor Platform · Payload Track · Boss Spawn · Map Marker · World Text · Decal · Door · Button · Logic entities · 3D Skybox · Nav Region
Workflows Your first map · Brushes and CSG · Materials and UVs · Lighting and lightmaps · Bots and navigation · Mirrored maps · Outputs and logic · Custom assets · Playtesting · Exporting and publishing · Importing Source maps
Scripting Overview · Server rules · Client HUD · Bots · Teams and spawning · Zones · Pickups · Payload tracks · Map entities · Sandbox limits · Testing · King of the Hill · Team Deathmatch · API reference · What a script may use